Mechanics

Wisdom as a Core Characteristic

EXP modifier is now derived from WIS, not CHA (simply replace CHA with WIS to determine your EXP modifier — see page 13 of RQ6 rulebook).

Standard skill base changes:

Insight is WIS x 2

Locale is WIS + INT

Perception is WIS + POW

Stealth is DEX + WIS

Professional skill base changes:

Exhort is WIS + CHA

Meditation is WIS + CON

Navigation is WIS + POW

Survival is WIS + CON

Tracking is WIS + CON

Skill Caps

Endurance and Willpower cannot exceed their base characteristic x 5. There are physical and mental limits on how far a character can push himself. Example: if your character’s CON is 8, Endurance cannot be raised more than 40%.

Generating an Iron Domains Character

Use the rulebook to create your character (pages 12 through 18). Roll three Characteristic arrays down the line based on your chosen race and choose the one you see most fitting for the character you have in mind. If you are still not satisfied with one of those arrays, you may be granted another three if I also think the scores you rolled are not fitting enough. Generally, having at least a 14 or so in your prime characteristic is ideal (So, INT for sorcerers, STR, CON, or DEX for fighting-types, WIS for priests, and so on) but this is not required.

Remember, Characteristic scores do not follow the same scale as they did in D&D/AD&D. This is especially true for Intelligence, where a score of 7 or below represents sentience, but a score of 8 represents actual sapience. As such, all playable characters must have at least an INT of 8.

Next, figure all of your derived attributes based on your rolled Characteristics. Choose a culture and career and follow the procedures therein to determine what skills you may allocate points to. “Buy” equipment for your character using the silver pieces generated by your cultural background. Assign any other details to the character you wish. And please, write some sort of biography.